I started my latest project the wrong way: "I want to develop a 'fun' fleet based game!"
With no vision and no idea what fun would be I started my monstrous project and dove head first into the details. After a long time (too long) just tweaking the mechanics and refining the rules I found that each time I took a step back and thought of what I wanted the game to feel like, I got closer to that illusive fun element. After my best (3rd) total redo I feel like a have a much better sense of direction and purpose for my creation. I have decided now to create a mission statement before moving any further and I would love your input. So if you would be so kind (and thus far you have) to read my mission statement below and comment on these thoughts
---Does this seem like a game you would want to play?
---Are there other concepts you would want in a game of this sort?
---Are there any concepts you would want to eliminate?
---If these goals are accomplished would the game seem unique?
Thanks again
MISSION:
1. [Title] will simulate conflict between many different fleets of ships in the solar system on a large strategic scale.
2. [Title] will predominately use incomplete and hidden information to create tension based on the unknown actions and intentions of other players.
3. [Title] will use simple, intuitive mechanics to deliver the anxiety related to determining the location and strength of enemy forces, while keeping player decisions at a manageable level. Player turns will last approximately 2-6 minutes, and include a low level of randomness from the game system itself.
4. [Title] will be asymmetrically balanced, with each player choosing a race with different yet balanced abilities. These abilities will include a monetary economy; however the scope of this economy will be limited to military endeavors.
5. [Title] will at times motivate players to form short term mutually beneficial alliances.
6. [Title] will leave players with the impression that their decisions effect governments and peoples during a time of great conflict. Players will deal with the immediate and necessary decisions facing a Commander-in-Chief during a time of crisis, and not all the details of a people.
7. Victory in [Title] will be determined by who among the said leaders can first sufficiently accomplish the agendas of their people and progress their position with no player elmination.
8. [Title] will last less than 180 minutes and will best accommodate 4-6 players. (with 150 min and 2-6 players as an ideal goal)
---I feel most but not all of these issues have been accounted for, but I'm trying to prioritize them in case two prove incompatible.
Thanks in Advance
Eric M